diff options
| author | Andrey Kleshchev <andreykproductengine@lindenlab.com> | 2025-06-04 16:39:51 +0300 |
|---|---|---|
| committer | Andrey Kleshchev <117672381+akleshchev@users.noreply.github.com> | 2025-06-09 20:06:01 +0300 |
| commit | b20d10c0cc96cfcd93468b8e31e47ab1977a9555 (patch) | |
| tree | c7327409c1d4321b41623b35137037998f3dd1f7 /indra/newview/gltf/llgltfloader.cpp | |
| parent | 6924862d2ef1ef6af6a04c013aebeecbb5717bde (diff) | |
#4148 Skeleton Translation
Diffstat (limited to 'indra/newview/gltf/llgltfloader.cpp')
| -rw-r--r-- | indra/newview/gltf/llgltfloader.cpp | 87 |
1 files changed, 78 insertions, 9 deletions
diff --git a/indra/newview/gltf/llgltfloader.cpp b/indra/newview/gltf/llgltfloader.cpp index 17de6eb829..7cf26941ad 100644 --- a/indra/newview/gltf/llgltfloader.cpp +++ b/indra/newview/gltf/llgltfloader.cpp @@ -87,7 +87,8 @@ LLGLTFLoader::LLGLTFLoader(std::string filename, JointNameSet & jointsFromNodes, std::map<std::string, std::string> &jointAliasMap, U32 maxJointsPerMesh, - U32 modelLimit) //, + U32 modelLimit, + joint_rest_map_t jointRestMatrices) //, //bool preprocess) : LLModelLoader( filename, lod, @@ -103,7 +104,8 @@ LLGLTFLoader::LLGLTFLoader(std::string filename, //mPreprocessGLTF(preprocess), mMeshesLoaded(false), mMaterialsLoaded(false), - mGeneratedModelLimit(modelLimit) + mGeneratedModelLimit(modelLimit), + mJointRestMatrices(jointRestMatrices) { } @@ -917,20 +919,24 @@ void LLGLTFLoader::populateJointFromSkin(S32 skin_idx) } else if (inverse_count > i) { - LL::GLTF::mat4 gltf_mat = skin.mInverseBindMatricesData[i]; - - // Todo: there should be a simpler way - glm::mat4 original_bind_matrix = glm::inverse(gltf_mat); + glm::mat4 original_bind_matrix = glm::inverse(skin.mInverseBindMatricesData[i]); glm::mat4 rotated_original = coord_system_rotation * original_bind_matrix; - glm::mat4 rotated_inverse_bind_matrix = glm::inverse(rotated_original); - LLMatrix4 gltf_transform = LLMatrix4(glm::value_ptr(rotated_inverse_bind_matrix)); + glm::mat4 skeleton_transform = computeGltfToViewerSkeletonTransform(skin, i, legal_name); + glm::mat4 tranlated_original = skeleton_transform * rotated_original; + glm::mat4 final_inverse_bind_matrix = glm::inverse(tranlated_original); + + LLMatrix4 gltf_transform = LLMatrix4(glm::value_ptr(final_inverse_bind_matrix)); LL_INFOS("GLTF_DEBUG") << "mInvBindMatrix name: " << legal_name << " val: " << gltf_transform << LL_ENDL; mInverseBindMatrices[skin_idx].push_back(LLMatrix4a(gltf_transform)); } else { - LLMatrix4 gltf_transform; + glm::mat4 inv_bind(1.0f); + glm::mat4 skeleton_transform = computeGltfToViewerSkeletonTransform(skin, i, legal_name); + inv_bind = glm::inverse(skeleton_transform * inv_bind); + + LLMatrix4 gltf_transform = LLMatrix4(glm::value_ptr(inv_bind)); gltf_transform.setIdentity(); LL_INFOS("GLTF_DEBUG") << "mInvBindMatrix name: " << legal_name << " val: " << gltf_transform << LL_ENDL; mInverseBindMatrices[skin_idx].push_back(LLMatrix4a(gltf_transform)); @@ -1074,6 +1080,69 @@ S32 LLGLTFLoader::findParentNode(S32 node) const return -1; } +glm::mat4 LLGLTFLoader::buildGltfRestMatrix(S32 joint_node_index, const LL::GLTF::Skin& gltf_skin) const +{ + // This is inefficient since we are recalculating some joints multiple times over + // Todo: cache it? + + if (joint_node_index < 0 || joint_node_index >= static_cast<S32>(mGLTFAsset.mNodes.size())) + { + return glm::mat4(1.0f); + } + + const auto& node = mGLTFAsset.mNodes[joint_node_index]; + + // Find and apply parent transform if it exists + for (size_t i = 0; i < mGLTFAsset.mNodes.size(); ++i) + { + const auto& potential_parent = mGLTFAsset.mNodes[i]; + auto it = std::find(potential_parent.mChildren.begin(), potential_parent.mChildren.end(), joint_node_index); + + if (it != potential_parent.mChildren.end()) + { + // Found parent + if (std::find(gltf_skin.mJoints.begin(), gltf_skin.mJoints.end(), joint_node_index) != gltf_skin.mJoints.end()) + { + // parent is a joint - recursively combine transform + // assumes that matrix is already valid + return buildGltfRestMatrix(static_cast<S32>(i), gltf_skin) * node.mMatrix; + } + } + } + // Should we return armature or stop earlier? + return node.mMatrix; +} + +// This function computes the transformation matrix needed to convert from GLTF skeleton space +// to viewer skeleton space for a specific joint +glm::mat4 LLGLTFLoader::computeGltfToViewerSkeletonTransform(const LL::GLTF::Skin& gltf_skin, S32 gltf_joint_index, const std::string& joint_name) const +{ + joint_rest_map_t::const_iterator found = mJointRestMatrices.find(joint_name); + if (found == mJointRestMatrices.end()) + { + // For now assume they are identical and return an identity (for ease of debuging) + // But there should be no joints viewer isn't aware about + // Warn or assert about missing joints + return glm::mat4(1.0f); + } + glm::mat4 viewer_joint_rest_pose = found->second; + + // Get the GLTF joint's rest pose (in GLTF coordinate system) + S32 joint_node_index = gltf_skin.mJoints[gltf_joint_index]; + glm::mat4 gltf_joint_rest_pose = buildGltfRestMatrix(joint_node_index, gltf_skin); + gltf_joint_rest_pose = coord_system_rotation * gltf_joint_rest_pose; + + LL_INFOS("GLTF_DEBUG") << "rest matrix for joint " << joint_name << ": "; + + LLMatrix4 transform(glm::value_ptr(gltf_joint_rest_pose)); + + LL_CONT << transform << LL_ENDL; + + // Compute transformation from GLTF space to viewer space + // This assumes both skeletons are in rest pose initially + return viewer_joint_rest_pose * glm::inverse(gltf_joint_rest_pose); +} + bool LLGLTFLoader::parseMaterials() { if (!mGltfLoaded) return false; |
